Ready Player One’s quixotic ideas about the future of online life aren’t unique, because nothing is unique to Ready Player One. It’s a haphazard mishmash of more meaningful and resonant pieces of culture, a callow pastiche that stands on the shoulders of more interesting works and demands the applause they’ve earned for itself. But Ready Player One is also worse than that, in quietly unexamined ways that speak to the internet’s original sin. If the book has anything to say beyond repeating a litany of cool franchises, it is believing that the internet is a sublime, inherently liberating space where allowing anyone to say and do whatever they want will lead, inevitably, toward an abstract notion of freedom. While that may have been the case for some members of society — notably the most privileged ones — in practice, it’s meant injustice and abuse for a lot of others.
I’ve been working in the technology field for over a decade now, and what drew me to the Internet and web-based work was this same optimism. It’s taken some time—and meeting many people different from myself—to learn that it hasn’t happened that way for everyone, and in a lot of cases, has made things worse.
But I continue to work in this field and do what I can to push things forward because I believe these things are still possible. It’s just that the road is a lot harder than I thought it would be and will take different approaches than perhaps I’d previously thought.
Ready Player One is garbage, but it’s garbage that can partially reveal to us where we’ve been misguided.
I’m fortunate to work at a great company that refreshes our laptops with new tech every couple of years, and today was MacBook Christmas for me: my new Touch Bar MacBook Pro showed up.
Whenever I do a laptop refresh, I choose to install everything new instead of using a system transfer, specifically so I can reevaluate what apps I use, whether there are other options available, and find new things in those apps’ settings that I might not have seen before.
As part of this process, I’m going to do a series of blog posts showcasing the apps I use on a regular basis and explaining why I choose to use them and how they fit into my personal workflows.
Once I have them going, I’ll post a link to the archives here, but if you’d like to know when I post them, feel free to follow my blog. :)
For some time now I’ve wanted to have a gadget that would allow me to grab footage from games I’m playing and either stream that content to a service like Twitch.tv or post it to YouTube or VideoPress. Over the last two weeks I’ve purchased a couple of solutions to try them out and after some testing I think I’ve found the winner, at least for now.
The one I won’t be returning is the Elgato Game Capture HD, and for most people who would like to capture gameplay, I can recommend it as a starting point for capturing gameplay video. I’ve done some tests with the device and will insert them throughout the review; all YouTube videos in this post were captured in my living room using the Game Capture HD.
What’s in the Box?
The Game Capture HD is a pretty simple package. You get:
The Game Capture device
A 1-meter HDMI cable
A 2-meter mini-USB cable
A 1-meter PS2/PS3-to-DIN cable
A very short DIN-to component/RCA stereo breakout cable
In short, everything you need to use the device comes with it, which is very handy. As far as the computer hardware you need, it’s best to look this up on Elgato’s site, but it works with USB 2 (something its competitors sometimes don’t), is completely external, and works with both PCs and Macs. (I did my testing on a Mac.)
The device itself is not much larger than a deck of standard playing cards:
As you can see, there isn’t much to it. On one end, there is an HDMI out, which is a passthrough to your TV or other monitor, and the mini-USB connector that goes to your computer:
And on the other end, there is the HDMI in and the DIN in, which can accept either the Ps2/Ps3 cable or the component breakout:
That’s the extent of what you get when you buy it. You’re not left without anything, which considering the price of the unit, is quite nice. All the cables you need to hook it up come with it. You will need to download the software from the Game Capture site, which is a small (<100 MB) download and consists of only one application that is installed to your computer. It’s as minimalist as I think a capture box can be.
What About the Software?
The software itself is pretty simple and easy to grasp. When you start it up it will wait for you to connect the device if you are in the Capture screen.
Your input to the capture device is shown on the left. To the right, you can set options for the GCHD, check sound levels if input is running, give title information for the video before you start, and start the recording. The options that are available are pretty easy to figure out as well:
“Input Device” will tell the GCHD what to expect, from a choice of Xbox 360, PS3, and iPad, though as long as you have the input source selected properly, I found that it was pretty good at adjusting to whatever I had hooked up to it. You can adjust the bit rate of the compression used as the device sends the video to your computer for storage, and if you want you can also make some image adjustments – though those adjustments will also be reflected on your display, so I didn’t use them.
On the Capture screen, there is a short timeline in the corner near the big giant record button:
This acts as a buffering interface, much like a DVR. If you are running your game through the GCHD, it will automatically buffer the last hour of gameplay for you. If you want to begin recording, the default option is just to start with the current live point of the video, but if you would rather back that up to catch something awesome you did before starting the record, you can scrub the marker back on the timeline and adjust the starting point.
This is a nice feature and if you are cool with running your game through the GCHD all the time, can save a moment here and there that you might not otherwise have caught.
When you want to work with the video you have already collected, you use the Edit screen.
Your already-recorded videos are arranged based on the game title you entered when recording each video. There is a timeline view that has rudimentary razor and delete tools, and you can review the video as you please. There are also built-in exporting options in the lower-right. You can configure GCHD to use each of those services and it will appropriately compress the video for you and then upload the video as you need. You can see that it will also create local files for you optimized for your devices—or if you would rather move to something like Final Cut you can just dump a ProRes version and carry on.
What Makes the Game Capture HD Awesome?
The one-touch record and export are definitely the best parts of the package. Hooking up the GCHD is dead simple and using the software is even easier. It’s game recording at the push of a button, and you don’t have to know the slightest thing about video codecs, compression, or editing to get your footage shared to a bunch of services. In that way, if you are just looking to show people some games, and you don’t want to drop a serious amount of cash, it’s a great device. I never had a problem with it doing exactly what it advertised, and never had a hardware freeze or a software crash in all the time I tested it.
The video management is pretty good and keeps things organized and easy to find. File sizes and types are manageable, and you don’t need a high-performance computer, hard disk array, or data transport to use it. Having it run on USB 2 must not have been simple, but it works and means that a lot more people will be able to use it.
It will also record video from an iPad 2 or later, or an iPhone 4 or later, as you can see:
This is really neat, because I figured it wouldn’t be this simple. With the GCHD it’s just plug-and-go. If you are a software developer and you would like to give demos of iOS applications using video, this would be a great tool to have.
That said, there are a few hangups, depending on what you really want to do.
Where Does It Fall Short?
You shouldn’t buy the GCHD if any of the following are really important to you out of the box:
You want to stream your gameplay to Twitch.tv instead of record it.
You want to record your voice while you play the game and have that be part of the video.
You want to play the game on your computer monitor or don’t have a TV handy.
Let’s talk a bit more about those.
The main problem that gets in the way of those is that the device itself is doing a lot of the encoding before the video even makes it to your computer. Because of this, there is a delay (depending on the bit rate you are using) that is a few seconds between what you are doing and what appears in the GCHD software. (This delay doesn’t affect the passthrough, which works flawlessly.)
The GCHD software doesn’t have any method available to mix in additional sound sources such as a microphone to your video. I hope this is something they are looking into adding in a future update because I know the lack of commentary ability will turn off a lot of people, like Minecraft players for example. If you wanted to you could record audio at the same time and then mix it in using an app like Premiere after the fact; you would just need to deal with the timecode difference—but it’s a lot of work to do all that.
Similarly, you can’t stream the video directly from the device. It doesn’t function unless the matching software is running on your computer, and it doesn’t appear as a capture device in any other applications. I did some gymnastics with my computer using CamTwist and recording the GCHD software window to pipe that into Flash Media Encoder, but that just made my MacBook sound like it was going to take off and the footage didn’t look all that awesome. I think it’s too much work for most mortals. As with the commentary thing above, I hope this is in mind at Elgato for a future update. It’s definitely on my wish list.
Other limitations that might give you pause but are far from stowstoppers:
You can’t record or passthrough at 1080p, but not much other than super-pro gear can. You’re limited to 720p or 1080i. And the GCHD can’t capture older SD sources.
The GCHD won’t passthrough Dolby Digital audio, or at least it didn’t in my testing. You’ll need to run an optical from a 360 direct to the receiver, and if you are trying with the PS3 you are pretty much out of luck. You’ll get Pro Logic II (matrixed surround) and that’s it.
If you leave it hooked up all the time, the passthrough won’t work unless you have the GCHD hooked up to your computer and the software running. It’s both or nothing.
You can’t record any HDCP-protected content via the HDMI connection. This includes PS3 games, which for some inexplicable reason, have their video output copy protected.
Some of the stuff that’s listed above can be alleviated with a software update or two (or so I would guess), but there are some things that are just limitations of how the device is made and intended to be used.
What Else Did I Test?
For purposes of making a wise decision, I also tested a Blackmagic Intensity Shuttle Pro. I was originally going to keep it, but after some additional testing I decided against it. Without getting into that device too much, my comparisons:
What it does better: is a capture device and so can stream directly: theoretically no audio lag: can be mixed with other audio sources; can capture from SD sources; more powerful overall.
What it does worse: definitely not plug-and-play; requires USB 3 or Thunderbolt (depending on model); much more CPU-intensive to use; doesn’t compress on the fly; had an audio lag I couldn’t resolve in practice; brought my computer to its knees; streaming was promising but ended up muddy and choppy in the end.
In the end, I kept the option that was simpler mostly because I can’t afford a new computer right now. I really want to stream gameplay, but I think I am going to have to look into building a PC specifically to do that at some point and use an internal card solution from AVerMedia.
Conclusions: Should You Buy One?
If you are looking for a low-cost ($180 on Amazon) and easy-to-configure way to capture your gameplay footage and post it to YouTube or share it on your blog, it’s a winner. It’s quick to set up, portable, simple to use and figure out, and gets the basics right. With some additions to the software in the future, it could be the only piece of hardware you would ever need for capturing footage from the current crop of consoles.
It works with lower-spec computers than many of the other options out there, is pretty much the best solution I have seen for the Mac, and can ever grab stuff like iOS footage without needing to goof around with settings and video formats.
It’s a winner.
If you have questions about my review or the GCHD, drop a comment below. Otherwise, watch 10 minutes of Pai and don’t forget to tip on your way out:
I can’t help but dwell heavily on impending high resolution displays that could be entering the market. After reading an article containing some basic projections on the future of high density displays in mac products I cringed to imagine that my 5D images would not be a high enough resolution to fill the screen on an iMac with a retina display. In fact, the 27″ model could potentially use an only slightly smaller resolution than a full raw file from a 5D Mark III. That is pretty insane to imagine.
He has some great thoughts on Retina display resolutions, the possible advancing of the Megapixel Myth, and other implications of switching to high-density displays that perhaps you haven’t considered yet.
So much talk is focused on how awesome the technology is (and it is), but there are some interesting practicality concerns, especially if next year sees the release of 27″-ish high-density displays.
Personally, I think the biggest gains are in UI and text applications, and that it’s going to be hard for images to catch up, much as watching SD television on HD sets early in the life of HDTV was really awful.
Imagine you’ve got a shiny computer that is identical to a Macbook Air, except that it has the energy efficiency of a machine from 20 years ago. That computer would use so much power that you’d get a mere 2.5 seconds of battery life out of the Air’s 50 watt-hour battery instead of the seven hours that the Air actually gets. That is to say, you’d need 10,000 Air batteries to run our hypothetical machine for seven hours. There’s no way you’d fit a beast like that into a slim mailing envelope.
I couldn’t resist quoting the same paragraph Gruber did because this is quite the thing to consider. I remember seeing one of the first PowerBooks (passive matrix grayscale LCD, trackball, huge, tiny battery life) and thinking how amazing it was.
If you had shown 12-year-old me the MacBook Air I use every day now, that boy would have thought it was something out of Star Trek.
NASA joins the Commons on Flickr today with three iconic sets spanning the US space agency’s 50+ year history. Their Commons account will feature photos from across the agency’s many locations and centers, chronicling the history of space and lunar missions, and the people and places of the organization.
Gaze upon what used to be at the forefront of American ingenuity and industriousness.
So, if a normal human eye can discriminate two points separated by 1 arcminute/cycle at a distance of a foot, we should be able to discriminate two points 89 micrometers apart which would work out to about 287 pixels per inch. Since the iPhone 4G display is comfortably higher than that measure at 326 pixels per inch, I’d find Apple’s claims stand up to what the human eye can perceive.
Great article about the pixel size and density of the new iPhone 4G, with some pleasantly nerdy microscope photography and technical explanation.
This weekend was exactly what I needed. My mother-in-law was in town from Chicago, and we took the kids up to Grant’s Farm (pictures to come from that trip). I managed to get a lot of really productive work done on a few WordPress projects in the late nights, but mostly the days were spent having good times with family.
And my phone broke. But it’s OK now.
I have an iPhone 3GS. I’ve been playing with it for the better part of the day and I do have to say that this thing is about to become as indispensable as my Moleskine and my wallet.
Having this much communicative ability and utility with me everywhere I go is something that I should have done a long time ago. What an awesome little device. Considering the fact that I didn’t even have a texting plan on the old phone, this is a massive shift.
I plan on posting up more detailed thoughts on the blog after I’ve had some time to play with it.